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==Warscrolls== Common keywords in these Warscrolls are '''Destruction''' and '''Beastclaw Raiders'''. Most units also have the '''Ogor''' keyword, except for Frost Sabres and Icefall Yhetees. ===Leaders=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-icebrow-hunter-en.pdf Icebrow Hunter]:''' Our only unmounted Ogor in the faction. He is still nimble compared to other factions '''Hero''' units, getting a Movement value of 6", so not slow at any rate, he gets a Culling Club as his only melee weapon and it's decent for a no (-) Rend weapon, getting 2 Damage makes up for that, but the really cool thing is his Great Throwing Spear, not only is it a good shooting weapon but if the Hunter runs he can shoot it in the same turn with doubled range and deal D6 Wounds instead of D3. He can also take the Hunter's Crossbow, that is basically the Great Throwing Spear but with slightly more range and no (-) Rend, but it doesn't replace it. Also, instead of his regular shooting weapons, he can use his Ice Breath and deal D3 Mortal Wounds on a 4+ roll to a unit within 6". Also, he can be placed in the Reserves and set on the field in any Hero Phase at least 9" away from an enemy unit. This counts as his Movement for the turn. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-frostlord-on-thundertusk-en.pdf Frostlord on Thundertusk]:''' Ogor Frostlord on a Thundertusk, little Schizophrenic, but still a good choice, especially with the new errata changing how Stonehorns modify Damage received. Frostlord comes with a Frost Spear. A giant spear that hits with 4 attacks, each dealing 3 Damage with -1 Rend. And also a Command Ability that allows all friendly '''Beastclaw Raiders''' units within 14" to Re-roll all Charges until the next Hero Phase, not just failed ones, use this to your advantage with Stonehorns if your opponent is smart and attempts to bait you. Still gets the dirty snowball attack on a 2+ doing a straight 6 Mortal Wounds to a target within 18", there aren't many wrong targets for this. Thundertusks also force your opponent to hit it with a -1 To Hit in Combat. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-frostlord-on-stonehorn-en.pdf Frostlord on Stonehorn]:''' It's like the Frostlord on Thundertusk, but on a Stonehorn, and thus, better. The Frostlord on Stonehorn is your beatstick of beatsticks to end all beatsticks, has the same spear the Thundertusk variant has, but has all of the Stonehorns innate combat Abilities and attacks to add to it's hitting power. Same Command Ability as the other Frostlord, but with the toughness and the Ability to run and Charging in the same turn of the Stonehorn. Let's it get up in front and into Combat, often on the 1st turn, keep in mind, that since the errata the Stonehorn lost a lot of survivability, but it is still up there with some of the toughest mounts in the game, and can and will teach your opponent caution. Don't ever forget the extra D6 Mortal Wounds on the Charge! If used correctly this thing will bring your opponent a world of pain - but beware cannons. And maxed out horde units - your Frostlord does '''not''' want to be in combat with, say, 50 clanrats. You will last 2 or three turns, and your half damage taken ability doesn't work here. That rule applies to basically all other stonehorn units there - use them as monster hunters and character hunters first, anti-elite units second and anti-horde as a matter of last resort and/or you've wiped out the rest of the options (which is reasonably likely to happen in most games you play). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-huskard-on-thundertusk-en.pdf Huskard on Thundertusk]:''' "Can anyone else smell Frost Wreathed Ice?" This guy has a ranged weapon choice between a Harpoon Launcher (Pretty decent shooting weapon with D3 Damage), a Chaintrap (like the Harpoon Launcher but with shorter range and always deals 3 Damage rather than the Harpoon's D3) or a Blood Vulture (Both you and your opponent choose an enemy unit within 30" from the Huskard, then you roll a dice: on a 4+ it's a Mortal Wound where you chose to aim, otherwise it damages the unit your opponent chose). Also gives blessings: you choose a '''Beastclaw Raiders''' unit within 18" and on a 4+ roll (Adding +1 for every Thundertusk in range) that unit either heals D3 Wounds or Re-rolls every 1 To Wound until next Hero Phase. Three Huskards can be a terrible force to be reckoned with on the battlefield! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-huskard-on-stonehorn-en.pdf Huskard on Stonehorn]:''' While the Frostlord is the exact same with either mount, the Huskard gets a different Ability on a Stonehorn: after he attacks, a Mournfang Pack within 10" can instantly make a Pile In move and attack if they didn't do that already. Other then that, the Huskards Stonehorn has a slightly better stat line, but if you really want to make this Hero shine, you need to take him as part of the Eurlbad formation for that extra 1 of Damage to his Melee hits, and those Mortal wounds on 6's! ===Troops=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-frost-sabres-en.pdf Frost Sabres]:''' ('''Battleline''' with ''Icebrow Hunter'' as General only army) We mention them first since their main shtick is getting buffed by Icebrow Hunters: Having one (A Hunter) of them within 16" gives the entire unit of Frost Sabres +2 Bravery and +3 to charge rolls. Their melee attacks are not bad either, having a -1 Rend value lets you take on a wide range of backline targets, such as Wizards, Warmachines, and range support. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-mournfang-pack-en.pdf Mournfang Pack]:''' ('''Battleline''' with '''Beastclaw Raiders''') These are the big cavalry unit. Can choose between a two-handed weapon, called a Gargant Hacker, that deals 2 Attacks with a -1 Rend and dealing 3 Damage, or a one-handed weapon and Iron Fist, which deal a Mortal Wound to the closest enemy model every time you roll a 6+ To Save. The unit leader can also take an Ironlock Pistol, always take it, it's free, and it's fun to plink at something for a lucky shot. Hornblower allows them to roll 3 dice and take the highest 2 when Charging (And their Charges deal a Mortal Wound on a Charged unit on a 4+ by default, never forget this), while the Banner Bearer combines both the effects from the Gutbuster standard choices (Re-rolls every 6 in Battleshock and every time an enemy unit within 3" has a model Flee you roll a D6 and on a 6 another model Flees). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-icefall-yhetees-en.pdf Icefall Yhetees]:''' ('''Battleline''' with hero on Thundertusk is general) These dudes have the -1 to enemy To Hit rolls Ability like the Thundertusk, dealing 2 Damage per Wound with a -1 Rend value and can Run and Charge if there is a Thundertusk within 16". They also have the ability to activate in combat if within 6" of the enemy instead of the usual 3", and pile in 6" instead of 3". This has all sorts of tactical uses, such as being able to run or retreat to within 6" of the enemy and being able to fight without having to charge because you can just pile in anyway, and to be immune to the enemy hitting you first because they're not allowed to activate their unit yet. ===Behemoth=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-stonehorn-beastriders-en.pdf Stonehorn Beastriders]:''' (Battleline with '''Beastclaw Raiders''') First big monster. It must charge when possible, deals D6 mortal wounds right after he charged and suffers halved wounds (even mortal ones). It gets two riders: one always have the Harpoon Launcher, the other must choose between the Chaintrap and the Blood Vulture. The real icing on the cake is how tough the Stonehorn is: <s>it halves (rounding up) any and all wounds it takes from all attacks. Yes, that includes mortal wounds.</s> '''per the new errata''' it now only halves the damage of individual weapons (instead of all damage suffered). Meaning while it will halve the damage of multi-damage weapons, it will have no effect on single wound weapons as weapon damage can only be reduced to one, meaning they are much more susceptible to mass single wound attacks. They are still very tough to fight but are now not nearly as resilient as they were before. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-thundertusk-beastriders-en.pdf Thundertusk Beastriders]:'''(Battleline with '''Beastclaw Raiders''') The other big monster, with cool abilities: -1 to enemy hit rolls in melee, and a badass shooting attack dealing up to 6 mortal wounds on a 2+ roll. The riders are the same as the Stonehorn Beastriders. Word to the wise however our special shooting attack begins to massively lose effectiveness after only a few wounds taken which can be a problem as they are not as tough as the Stonehorns. Expect this to happen as any skilled opponent will make it a priority to snipe or charge them down quickly if you are not careful. It's just something to think about when getting close with the enemy.
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